Since the Lua state is destroyed before all the object events, this was
causing issues. This should fix that by clearing the events when the lua
state is destroyed.
Previosuly, flyby sounds were only specified on a per-species basis. This PR allows each ship class to use a specific flyby sound. This will allow modders to set the custom sound in ships.tbl, just like any other per-class sound.
A bit of small cleanups in preparation of larger scale refactoring.
remove unused member heavy_collision_cm_pos of collision info struct,
which was set in several places but never used.
Switch from 3x specific is_arriving functions to a single with params
Change flag names; replace "ndl" with "dock_follower"
Change dock-arrival helpers to not set follower flag on leaders
In this block of code, the conditions were checked with a set of four hook variables but then subsequently run with only two. This adds all four previously used variables. More importantly, it adds the hook variables with expected and user-friendly names, since 'self' and 'object' are not necessarily intuitive.
There's a number of issues fixed here:
* Radar blips of docked ships were the wrong colour in stage 1
* You could target docked ships in stage 1
* Docked ships thrusters were visible in stage 1
* Hyperspace warptype ship could initially appear at their
warp-destination, then spring back to the correct location to complete
the rest of their warpin (because a docked ship had higher speed than
the dock leader)
There may also be a number of other subtle bugs with docked warpin;
e.g. I suspect (but haven't tested) that AI turrets could fire on
docked ships during warpin
These should also be fixed
Lastly, fixes issue #1867
precalculate warp values before beginning warp, and use them throughout the warp instead of recalculating in every function
standardize on always using the entire docked assembly for length and half-length calculation, instead of some places the assembly and some places just the dock leader
consolidate and simplify the compute_warpout* functions in light of the above
This maintains the type information which can be used for enforce
const-correctness and also for implementing more advanced ways of
handling the type information.
The warp-effect SEXP can now specify other animations from fireball.tbl that are not necessarily the standard or Knossos animations. Additionally, the SEXP can now specify the duration for the opening and closing of the warp effect.
This is similar to the other changes I already posted. Here the sound
instance handles are converted to their own handle type which will make
it easier to use the sound API.
The current scripting hook is pretty simple and straight forward but it
makes a couple of scripting applications harder to implement than
needed.
For example, a lot of scripts need to do some work every frame
for all or some objects. The script needs to manage an internal list of
all the objects that are affected by that list which includes removing
invalid objects to conserve resources. This effectively mirrors what the
engine already does and adds unnecessary overhead.
In these changes I added a generic event system which can be used by any
part of the code for providing callbacks when a specific event occurs.
As an example, I added hooks for the pre- and post-move events to the
object class which are called before and after physics are applied to an
object.
I integrated that feature into the scripting system so now a script can
simply register a function as a callback which will be called whenever
the target event is executed.
This can be used for mark parts of the code which should be unreachable
in normal execution. In debug mode, if such a statement is reached an
Error dialog is shown which aborts the execution. In release mode the
macro is replaced with a compiler specific expression that lets the
compiler know that this part is unreachable which allows it to optimize
the code better.